public void Draw(Game1 game, LocalPlayer player) { if (Type == 0) { DrawModel(game, model, player, Position, Rotation, 1, Vector3.One * Growth * 3, game.Loader.Fresnel2, new Vector3(0.2f, 0.4f, 0.8f) * (3 - Growth * 1.5f)); } if (Type == 2) { game.FindLights(Position, 100, false, true, bounders); NewDrawList = game.ReturnLightList; NewDrawNumb = game.ReturnLightNumb; game.Draw(model, player, Position, Rotation, 1, new Vector3(0.5f, 0.5f, 0.5f), NewDrawNumb, NewDrawList, Vector2.One, DepthStencilState.Default, Vector3.One); } }
public void Draw(Game1 game, LocalPlayer player) { game.Draw(game.Loader.FlagModel, player, Position, new Vector3(0, Rotation.Y, 0), 1, Vector3.One, NewDrawNumb, NewDrawList, Vector2.One, DepthStencilState.Default, new Vector3(0.5f, 2.5f, 5) * 5); }
public void Draw(Game1 game, LocalPlayer player) { if (Relevent) { if (alive) { if (NeedToFindLightList && !HasCheckedLights) { HasCheckedLights = true; NeedToFindLightList = false; game.FindLightsLimited(Position, Vector2.Distance(Size, Vector2.Zero) / 4, false, true, Boundaries); NewDrawList = (LightObject[])game.ReturnLightList.Clone(); NewDrawNumb = game.ReturnLightNumb; } if (!game.B_Holder.EffectHasSetCamera[Type, player.ID - 1]) { ViewPositionParameter.SetValue(new Vector4(player.CameraPos, 0)); ViewParameter.SetValue(player.playerView); ProjectionParameter.SetValue(player.playerProjection); game.B_Holder.EffectHasSetCamera[Type, player.ID - 1] = true; } { float alpha = 1; if (game.B_Holder.BlockSize[Type].Y > 600) { alpha = Alpha[player.PlayerNumber - 1]; if (Vector3.Distance(Position, player.CameraPos) < 1200) { alpha -= 0.05f; if (alpha < 0.1f) { alpha = 0.1f; } } else { alpha += 0.05f; if (alpha > 1) { alpha = 1; } } if (game.IsInMenu) { alpha = 1; } Alpha[player.PlayerNumber - 1] = alpha; } if (player.playmode == LocalPlayer.PlayMode.Play && game.SectionLoaded == 0 && Type == 3) { if (!SwitchDraw) { game.Draw(game.B_Holder.BlockModel[Type], player, Position, Rotation, alpha, new Vector3(Size.X / game.B_Holder.BlockSize[Type].X, 1, Size.Y / game.B_Holder.BlockSize[Type].Z), NewDrawNumb, NewDrawList, new Vector2(1, (Size.X + Size.Y) / 600), game.B_Holder.BlockStencil[Type], Vector3.One); } else { game.Draw(game.B_Holder.BlockModel[Type], player, Position, Rotation, alpha, new Vector3(Size.Y / game.B_Holder.BlockSize[Type].X, 1, Size.X / game.B_Holder.BlockSize[Type].Z), NewDrawNumb, NewDrawList, new Vector2(1, (Size.X + Size.Y) / 600), game.B_Holder.BlockStencil[Type], Vector3.One); } } else { // if (!SwitchDraw) game.Draw(this, game.B_Holder.BlockModel[Type], player, alpha, NewDrawNumb, NewDrawList, game.B_Holder.BlockStencil[Type], Vector3.One); // else // game.Draw(this, game.B_Holder.BlockModel[Type], player, Position, Rotation, alpha, new Vector3(Size.Y / game.B_Holder.BlockSize[Type].X, 1, Size.X / game.B_Holder.BlockSize[Type].Z), NewDrawNumb, NewDrawList, new Vector2(1, (Size.X + Size.Y) / 600), game.B_Holder.BlockStencil[Type], Vector3.One); } } } } }